It's not even as if losing a ship in combat is that big a deal since recovery was introduced several major versions ago.
Except that, as I explained, that gives it a d-mod, which means it'll die easier next time. So after a few fights, it becomes worthless, and you have to run around to find a replacement, which is tedious and unfun. Apparently search engines are not a thing in the future, and you have to find what you're looking for by physically going from store to store. Save scumming is tedious and unfun too, but less so. Generally speaking, that's one of the major problems this game has, in a lot of situations you're just picking the lesser evil with no actually appealing options available to you.
There is a skill that gives you a "chance to remove a d-mod from a randomly selected ship in your fleet every two months", but that's just laughable. How much of a chance? 90%? 25%? 1%? It doesn't say, and I'm sure as hell not about to pick it and spend several years of game time collecting a sufficient sample size to figure that chance out. If that skill was first in the branch and said "remove a d-mod every week", yeah, that would go a long way to solving the problem (though solving it completely would also require removing the word "almost" from skills boosting recovery chance). But as it stands, hell naw. Underwhelming skills are a long-standing complaint, and not just from me.
At some point complaining that the game no longer lets you solo multi-capital fleets is... let me just put it this way, there isn't some fundamental reason this is something that should be possible, other than it being possible before. And a normal person would not expect it to be possible for players who aren't extraordinarily good.
Giving extraordinarily skilled players the ability to do extraordinary things seems like a pretty good reason to me. What Alex has done over the last half a decade of fiddling with skills and hull mods is raise the skill floor and lower the skill ceiling, neither of which is a good thing.